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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 10:26:02 -05:00
OpenDiablo2/d2core/d2map/d2mapentity/factory.go
gucio321 6addf7a243
removed links to closed issues from code (#1005)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
Co-authored-by: gravestench <dknuth0101@gmail.com>
2021-01-06 21:48:12 -08:00

296 lines
8.1 KiB
Go

package d2mapentity
import (
"fmt"
"github.com/google/uuid"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item/diablo2item"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2records"
)
const (
subtilesPerTile = 5
retailFps = 25.0
millisecondsPerSecond = 1000.0
)
// NewMapEntityFactory creates a MapEntityFactory instance with the given asset manager
func NewMapEntityFactory(asset *d2asset.AssetManager) (*MapEntityFactory, error) {
itemFactory, err := diablo2item.NewItemFactory(asset)
if err != nil {
return nil, err
}
stateFactory, err := d2hero.NewHeroStateFactory(asset)
if err != nil {
return nil, err
}
entityFactory := &MapEntityFactory{
stateFactory,
asset,
itemFactory,
}
return entityFactory, nil
}
// MapEntityFactory creates map entities for the MapEngine
type MapEntityFactory struct {
*d2hero.HeroStateFactory
asset *d2asset.AssetManager
item *diablo2item.ItemFactory
}
// NewAnimatedEntity creates an instance of AnimatedEntity
func NewAnimatedEntity(x, y int, animation d2interface.Animation) *AnimatedEntity {
entity := &AnimatedEntity{
mapEntity: newMapEntity(x, y),
animation: animation,
}
entity.mapEntity.directioner = entity.rotate
return entity
}
// NewPlayer creates a new player entity and returns a pointer to it.
func (f *MapEntityFactory) NewPlayer(id, name string, x, y, direction int, heroType d2enum.Hero,
stats *d2hero.HeroStatsState, skills map[int]*d2hero.HeroSkill, equipment *d2inventory.CharacterEquipment,
leftSkill, rightSkill, gold int) *Player {
layerEquipment := &[d2enum.CompositeTypeMax]string{
d2enum.CompositeTypeHead: equipment.Head.GetArmorClass(),
d2enum.CompositeTypeTorso: equipment.Torso.GetArmorClass(),
d2enum.CompositeTypeLegs: equipment.Legs.GetArmorClass(),
d2enum.CompositeTypeRightArm: equipment.RightArm.GetArmorClass(),
d2enum.CompositeTypeLeftArm: equipment.LeftArm.GetArmorClass(),
d2enum.CompositeTypeRightHand: equipment.RightHand.GetItemCode(),
d2enum.CompositeTypeLeftHand: equipment.LeftHand.GetItemCode(),
d2enum.CompositeTypeShield: equipment.Shield.GetItemCode(),
}
composite, err := f.asset.LoadComposite(d2enum.ObjectTypePlayer, heroType.GetToken(),
d2resource.PaletteUnits)
if err != nil {
panic(err)
}
stats.NextLevelExp = f.asset.Records.GetExperienceBreakpoint(heroType, stats.Level)
stats.Stamina = float64(stats.MaxStamina)
heroState, _ := f.CreateHeroState(name, heroType, stats)
result := &Player{
mapEntity: newMapEntity(x, y),
composite: composite,
Equipment: equipment,
Stats: heroState.Stats,
Skills: heroState.Skills,
LeftSkill: heroState.Skills[leftSkill],
RightSkill: heroState.Skills[rightSkill],
name: name,
Class: heroType,
//nameLabel: d2ui.NewLabel(d2resource.FontFormal11, d2resource.PaletteStatic),
isRunToggled: false,
isInTown: true,
isRunning: false,
Gold: gold,
Act: 1,
}
result.mapEntity.uuid = id
result.SetSpeed(baseWalkSpeed)
result.mapEntity.directioner = result.rotate
err = composite.SetMode(d2enum.PlayerAnimationModeTownNeutral, equipment.RightHand.GetWeaponClass())
if err != nil {
panic(err)
}
composite.SetDirection(direction)
if err := composite.Equip(layerEquipment); err != nil {
fmt.Printf("failed to equip, err: %v\n", err)
}
return result
}
// NewMissile creates a new Missile and initializes it's animation.
func (f *MapEntityFactory) NewMissile(x, y int, record *d2records.MissileRecord) (*Missile, error) {
animation, err := f.asset.LoadAnimation(
fmt.Sprintf("%s/%s.dcc", d2resource.MissileData, record.Animation.CelFileName),
d2resource.PaletteUnits,
)
if err != nil {
return nil, err
}
if record.Animation.HasSubLoop {
animation.SetSubLoop(record.Animation.SubStartingFrame, record.Animation.SubEndingFrame)
}
animation.SetEffect(d2enum.DrawEffectModulate)
animation.SetPlayLoop(record.Animation.LoopAnimation)
animation.PlayForward()
entity := NewAnimatedEntity(x, y, animation)
result := &Missile{
AnimatedEntity: entity,
record: record,
}
result.Speed = float64(record.Velocity)
return result, nil
}
// NewItem creates an item map entity
func (f *MapEntityFactory) NewItem(x, y int, codes ...string) (*Item, error) {
item, err := f.item.NewItem(codes...)
if err != nil {
return nil, err
}
filename := item.CommonRecord().FlippyFile
filepath := fmt.Sprintf("%s/%s.DC6", d2resource.ItemGraphics, filename)
animation, err := f.asset.LoadAnimation(filepath, d2resource.PaletteUnits)
if err != nil {
return nil, err
}
animation.PlayForward()
animation.SetPlayLoop(false)
entity := NewAnimatedEntity(x*subtilesPerTile, y*subtilesPerTile, animation)
result := &Item{
AnimatedEntity: entity,
Item: item,
}
return result, nil
}
// NewNPC creates a new NPC and returns a pointer to it.
func (f *MapEntityFactory) NewNPC(x, y int, monstat *d2records.MonStatRecord, direction int) (*NPC, error) {
// https://github.com/OpenDiablo2/OpenDiablo2/issues/803
result := &NPC{
mapEntity: newMapEntity(x, y),
HasPaths: false,
monstatRecord: monstat,
monstatEx: f.asset.Records.Monster.Stats2[monstat.ExtraDataKey],
}
var equipment [16]string
for compType, opts := range result.monstatEx.EquipmentOptions {
equipment[compType] = selectEquip(opts)
}
composite, err := f.asset.LoadComposite(d2enum.ObjectTypeCharacter, monstat.AnimationDirectoryToken,
d2resource.PaletteUnits)
if err != nil {
return nil, err
}
result.composite = composite
if err := composite.SetMode(d2enum.MonsterAnimationModeNeutral,
result.monstatEx.BaseWeaponClass); err != nil {
return nil, err
}
if err := composite.Equip(&equipment); err != nil {
return nil, err
}
result.SetSpeed(float64(monstat.SpeedBase))
result.mapEntity.directioner = result.rotate
result.composite.SetDirection(direction)
if result.monstatRecord != nil && result.monstatRecord.IsInteractable {
result.name = f.asset.TranslateString(result.monstatRecord.NameString)
}
return result, nil
}
// NewCastOverlay creates a cast overlay map entity
func (f *MapEntityFactory) NewCastOverlay(x, y int, overlayRecord *d2records.OverlayRecord) (*CastOverlay, error) {
animation, err := f.asset.LoadAnimationWithEffect(
fmt.Sprintf("/data/Global/Overlays/%s.dcc", overlayRecord.Filename),
d2resource.PaletteUnits,
d2enum.DrawEffectModulate,
)
if err != nil {
return nil, err
}
animation.Rewind()
animation.ResetPlayedCount()
animationSpeed := float64(overlayRecord.AnimRate*retailFps) / millisecondsPerSecond
playLoop := false // https://github.com/OpenDiablo2/OpenDiablo2/issues/804
animation.SetPlayLength(animationSpeed)
animation.SetPlayLoop(playLoop)
animation.PlayForward()
targetX := x + overlayRecord.XOffset
targetY := y + overlayRecord.YOffset
entity := NewAnimatedEntity(targetX, targetY, animation)
result := &CastOverlay{
AnimatedEntity: entity,
record: overlayRecord,
playLoop: playLoop,
}
return result, nil
}
// NewObject creates an instance of AnimatedComposite
func (f *MapEntityFactory) NewObject(x, y int, objectRec *d2records.ObjectDetailRecord,
palettePath string) (*Object, error) {
locX, locY := float64(x), float64(y)
entity := &Object{
uuid: uuid.New().String(),
objectRecord: objectRec,
Position: d2vector.NewPosition(locX, locY),
name: f.asset.TranslateString(objectRec.Name),
}
objectType := f.asset.Records.Object.Types[objectRec.Index]
composite, err := f.asset.LoadComposite(d2enum.ObjectTypeItem, objectType.Token,
palettePath)
if err != nil {
return nil, err
}
entity.composite = composite
err = entity.setMode(d2enum.ObjectAnimationModeNeutral, 0, false)
if err != nil {
return nil, err
}
_, err = initObject(entity)
if err != nil {
return nil, err
}
return entity, nil
}